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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #31  
Old 02-03-2014, 06:38 PM
ICECOOL ICECOOL is offline
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Default Ice and fire

mods stopped working with ice and fire dlc
Please help. I need army shop and rune exchange!
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  #32  
Old 02-03-2014, 06:56 PM
ICECOOL ICECOOL is offline
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Quote:
Originally Posted by Csimbi View Post
A blessed soul has granted me access to this game temporarily on Steam.
He has the English Valhalla Edition, so these mods have been updated for that release in specific.
The main menu says 1.3.1 build 6250 - though that does not mean squat it seems.

Anyway, I attached all the mods (not only the three in the subject line, but others that I have updated for this release). The web sites accepts max. 5 files and only ZIPs (no RARs), so I put them all in one.

Be sure to read each readmes - some of these might conflict or be unbalancing to the gameplay.

Enjoy.
I cant opent that file. Its double packed
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  #33  
Old 02-04-2014, 05:26 AM
aghiuta aghiuta is offline
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mods only partly work with ice dlc, meaning you can get the items in game, but army tent only fills up some units, avengers are always shown as full even if you just have 1, but ice dragon can be refilled.
For me if i have army tent on i crash at fights, so i start with the mod, refill troops, save, exit, delete mod and start and fight normally. tedious but the load times are fast even my old rig so i can live with it.
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  #34  
Old 02-05-2014, 02:42 PM
Sillua Sillua is offline
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If these mods could be updated to work properly with Ice and Fire dlc. I would be very happy.

I'm so annoyed that I'm completely out of Avengers and Scouts with no way to replenish them
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  #35  
Old 02-11-2014, 07:20 PM
Csimbi Csimbi is offline
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Eventually they will be. I am moving to another country, so I don't have a working PC (it's being shipped).
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  #36  
Old 09-01-2014, 08:30 PM
ICECOOL ICECOOL is offline
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Hi again
Any chance of army shop mod in Dark Side soon?
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  #37  
Old 09-02-2014, 05:45 AM
Csimbi Csimbi is offline
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Quote:
Originally Posted by ICECOOL View Post
Hi again
Any chance of army shop mod in Dark Side soon?
Soon is relative, but in general: "yes".
First, I am in the process of moving in. Should be finished next week.
Second, I have to find the PC and put it back together. Should be a day.
Third, I'd have to see a discount on Steam (or GOG.com). God knows how long that takes.
Fourth, I'd have to have spare time. I do have my nights free right now, let's hope that trend continues.
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  #38  
Old 10-26-2014, 04:46 PM
peshoo peshoo is offline
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Is it possible Rune Exchange Mod to be converted for King's Bounty The Dark Side.
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  #39  
Old 10-26-2014, 08:27 PM
Csimbi Csimbi is offline
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I should hope so.
Though I do not have the game yet.
That and I guess a few patches should go by so we can avoid mismatches.
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  #40  
Old 01-05-2015, 10:37 AM
Csimbi Csimbi is offline
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Here are the updated mods for two Steam flavours (both English only):
- Valhalla Edition (1.3.1)
- Ice and Fire DLC 1.2.1

Please note that the damage values in the damage calc mods have not been updated in the readme files.
There are different curves now, here's the copy of the description from the LUA script:
Code:
-- The following variable configures the resistance cap.
-- The default value is 95 (in vanilla KB). This mod uses 100 by default, permitting 100% resistance (vs. the original 95% cap).
-- Values above 100 have no effect.
DAMAGE_MOD_RESISTANCE_CAP = 100 -- Resistance limit in %
-- The following variables are required for the Damage mod pack.
-- Look at the Excel sheet to determine which curve and values suit you best.
-- Adjust the DAMAGE_MOD_CURVE_TYPE as needed. The available choices are:
--   0 - Vanilla damage calc, (forced cap: 300% at 60)
--   1 - Vanilla uncapped damage calc (same as Vanilla, but cap removed)
--   2 - KB+ damage calc
--   3 - KB- damage calc
--   4 - Power2 damage calc
--   5 - Exponent damage calc
--   6 - Hybrid damage calc
--   7 - Reverse hybrid damage calc
DAMAGE_MOD_CURVE_TYPE       = 2
-- Once you selected the curve, adjust the corresponding DAMAGE_MOD_COEFF_* values:
DAMAGE_MOD_COEFF_KB_PLUS_1      = 1.25
DAMAGE_MOD_COEFF_KB_PLUS_2      = 1.5
DAMAGE_MOD_COEFF_KB_MINUS_1     = 1.25
DAMAGE_MOD_COEFF_KB_MINUS_2     = 1.5
DAMAGE_MOD_COEFF_POWER2         = 35.0
DAMAGE_MOD_COEFF_EXPONENT_1     = 17.0
DAMAGE_MOD_COEFF_EXPONENT_2     = 0.6
DAMAGE_MOD_COEFF_HYBRID_1       = 16.5
DAMAGE_MOD_COEFF_HYBRID_2       = 15.0
DAMAGE_MOD_COEFF_REV_HYBRID_1   = 35.0
DAMAGE_MOD_COEFF_REV_HYBRID_2   = 17.0
DAMAGE_MOD_COEFF_REV_HYBRID_3   = 0.6
-- Finally, if you want to apply a cap on the top or bottom part of the curve,
-- enabled the corresponding values and set the limits you want.
-- Note: these caps do not apply to the vanilla curves (i.e. type 0 and 1).
DAMAGE_MOD_CALC_CAP_TOP_CURVE_ENABLED      = 1    -- 0: cap is disabled for the top curve; 1: cap is enabled.
DAMAGE_MOD_CALC_CAP_TOP_CURVE_LIMIT        = 10.0 -- The actual cap. 3.0 translates into 300%, 10.0 translates into 1000%, and so on... MUST be higher than 0!
DAMAGE_MOD_CALC_CAP_BOTTOM_CURVE_ENABLED   = 1    -- 0: cap is disabled for the bottom curve; 1: cap is enabled.
DAMAGE_MOD_CALC_CAP_BOTTOM_CURVE_LIMIT     = 0.10 -- The actual cap. 0.30 translates into 30%, 0.10 translates into 10%, and so on... MUST be higher than 0!
See the code for more details.

Last edited by Csimbi; 01-05-2015 at 10:46 AM.
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